Civcraft is now space based
So we need to get a large set of sanitized example data for you?
Well there is around three years of logs. You think that's enough...
Muh 40 men in prot
Muh 250.000 homesteaders
Someone to start :/
Variables list and/or data.
Sure thang. I'm probably just gonna fuck around in Matlab for awhile though and see if I can get it to work at all before doing a whole actual java plugin.
From: justin kilpatrick [kilpatri...@gmail.com]
Sent: Tuesday, April 07, 2015 7:34 PM
To: programmerdan; civcraftd...@googlegroups.com
Cc: rourk...@gmail.com; gregb...@gmail.com; berg...@gmail.com; goldma...@gmail.com; dr.andr...@gmail.com; Jenkins, Gavin W
Subject: Re: Neural Network based alt detection
LiterallyNSA
GimmickDetector
NeuralServerAnalyzer
NeuralAssociativeServerAnalyzer
Valve probably won't sue us. So I like Glados or we could call it Hal
Or we avoid IP entirely and name it according to what it does (neural/NSA)
"Ttk randomly disappears in the night"
BetterExpensiveSentinelPlus
Not really obvious IMO to guess that. For example one of the most useful of all info would be movement vectors on a moment by moment basis, In small intensive samples if necessary for space. I really very much doubt you store player movement vectors already though.
The stuff that is important for following up tickets etc. is a different set of info than stuff useful for bot detection. The mundane, high volume, nitty gritty unimportant seeming details are probably most important for bot detection when dealing with people who sudpect detection snd take measures to avoid the easy obvious stuff.
We want this system to hold enough persistent data that it can make educated decisions on if a new player is an alt of someone who played years ago. Not detection could maybe use the bursts. But that would not every go to the disk.